using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using GameBase;
using RaisingStudio.Xna.Graphics;

namespace GalaxyPresident
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GameScreen state;
        

        public Random Random
        {
            get { return Constant.random; }
        }

       
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;

        public GameScreen State
        {
            get { return state; }
            set { state = value; }
        }

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            //this.IsMouseVisible = true;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            //state = new PlayingScreen(this);
            state = new MainMenuScreen(this);
           
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
           

            GameBase.Constant.Init(Content,graphics);
            //GameBase.Constant.graphics = ;

            // TODO: use this.Content to load your game content here// init Configs
            try
            {
                GameBase.ConfigsReader.loadOptionConfig();
                GameBase.ConfigsReader.loadGameConfig();
            }
            catch
            {
                this.Exit();
            }
            GameBase.ConfigsReader.applyResolution();

            Constant.drawingContext = new DrawingContext(GraphicsDevice);
            loadMusic();
        }

        private void loadMusic()
        {
            GameBase.Constant.backgroundMusic = Content.Load<Song>(@"Resources/backgroundMusic");
            //MediaPlayer.Play(GameBase.Constant.backgroundMusic);
            MediaPlayer.IsRepeating = true;

            int nGunSoundEffects = 5;
            for (int i = 0; i < nGunSoundEffects; i++)
                GameBase.Constant.listGunSoundEffects.Add(Content.Load<SoundEffect>(@"Resources/SoundEffects/gun" + (i + 1).ToString()));

            int nSteppingSoundEffect = 1;
            for (int i = 0; i < nSteppingSoundEffect; i++)
                GameBase.Constant.listSteppingSoundEffects.Add(Content.Load<SoundEffect>(@"Resources/SoundEffects/stepping" + (i + 1).ToString()));
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your Update logic here     
            state.Update(gameTime);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            //GraphicsDevice.Clear(new Color(0.01f,0.0f,0.02f));
            GraphicsDevice.Clear(Color.Black);

            // TODO: Add your drawing code here
            spriteBatch.Begin(SpriteSortMode.BackToFront,BlendState.AlphaBlend);
            state.Draw(gameTime, spriteBatch);
        
            spriteBatch.End();

            base.Draw(gameTime);
        }
        protected override void OnExiting(Object sender, EventArgs args)
        {
            // Stop the threads
            if (state != null)
            {
                state.OnCloseGame();
            }

            base.OnExiting(sender, args);
        }
        
    }
}
